Preface |
|
ix | |
Editor |
|
xv | |
|
|
xvii | |
|
Section I The Medium of VR |
|
|
|
|
3 | (18) |
|
|
2 VR and Media of Attraction: Design Lessons from History |
|
|
21 | (22) |
|
|
Section II VR with Game Engines |
|
|
|
3 Getting Started with SteamVR and Unity |
|
|
43 | (16) |
|
|
4 UniCAVE: A Distributed Rendering System for Unity3D |
|
|
59 | (12) |
|
|
|
5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays |
|
|
71 | (16) |
|
|
|
6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development |
|
|
87 | (14) |
|
|
7 WebXR: Virtual Reality ... in the Browser |
|
|
101 | (16) |
|
Luis Diego Gonzdlez-Zuniga |
|
|
|
8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR |
|
|
117 | (16) |
|
|
|
9 Bridging Scientific Visualization and Unreal VR |
|
|
133 | (18) |
|
|
|
|
10 Brownboxing: The Secret to Rapid VR Prototyping |
|
|
151 | (10) |
|
|
11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices |
|
|
161 | (50) |
|
|
|
|
12 Effortless 3D Selection through Progressive Refinement |
|
|
211 | (18) |
|
|
|
|
13 Travel in Virtual Reality |
|
|
229 | (14) |
|
|
14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing |
|
|
243 | (28) |
|
|
|
Section IV Agents & Avatars |
|
|
|
15 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environment |
|
|
271 | (18) |
|
|
|
|
|
|
16 Building a Social VR App |
|
|
289 | (32) |
|
|
17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality |
|
|
321 | (28) |
|
|
|
|
Section V Third Person POV Cameras |
|
|
|
18 Recording and Replaying Virtual Environments for Development and Diagnosis |
|
|
349 | (14) |
|
|
|
|
19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity |
|
|
363 | (8) |
|
|
|
20 A Stereoscopic 3D View for Virtual Reality Spectators |
|
|
371 | (12) |
|
|
|
|
Section VI Virtual Worlds |
|
|
|
21 The Utility of Virtual Reality for Science and Engineering |
|
|
383 | (20) |
|
|
|
22 Immersion and Visualizing Artistic Spaces in Virtual Reality |
|
|
403 | (12) |
|
|
23 Embodied Montage: Constructing Meaning in Virtual Reality |
|
|
415 | (8) |
|
|
|
Section VII Advanced Rendering for VR |
|
|
|
24 Omnidirectional Stereoscopic Projections for VR |
|
|
423 | (14) |
|
|
|
437 | (16) |
|
|
|
Section VIII Perception for Immersion |
|
|
|
26 Check Your Work: Evaluating VE Effectiveness Using Presence |
|
|
453 | (12) |
|
|
|
27 Misperception of Self-motion and Its Compensation in Virtual Reality |
|
|
465 | (20) |
|
|
28 Exploring Large Environments with Redirected Walking |
|
|
485 | (30) |
|
|
|
|
Section IX DIY VR Hardware |
|
|
|
29 Building and Interfacing Input and Output Devices |
|
|
515 | (14) |
|
|
30 A Tinkerer's Perspective on VR Displays |
|
|
529 | (22) |
|
|
31 Environmental Feedback for VR Systems |
|
|
551 | (20) |
|
|
Section X Building the Infrastructure of VR |
|
|
|
32 Virtual Reality System Concepts Illustrated Using OSVR |
|
|
571 | (46) |
|
|
33 Perspective Projection for VR |
|
|
617 | (12) |
|
|
34 Fast and Easy Collision Detection for Rigid and Deformable Objects |
|
|
629 | (32) |
|
|
Index |
|
661 | |